Getting Started!
Here on the Getting Started page is where you will learn what you will need to get started with the Dungeons and Dragons. To begin you should have a set of dice. you will be needing 1 of each of the following; A four sided die (1D4), a six sided die (1D6), an eight sided die (1D8), two 10 sided dice (2D10), a 12 sided die and a 20 sided die (1D20). You will also need a character sheet. Here is an example of the standard character sheet used for 5th edition of Dungeons and Dragons. Here is a video guide of making a character:
Stats:
Stats are a significant part of Dungeons and Dragons. They are what make up your character. Hover over the numbers to read more about the Stat! The number of stat has what is called a modifier, which is used for your skills and combat ect. The modifers are as follows: 10-11: +0. 12-13: +1. 14-15: +2. 16-17: +3. 18-19: +4. 20: +5. The Stats of your character go as the following:
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
- Strength
- Athletics (Climbing and things that generally need strength like swimming)
- Dexterity
- Acrobatics (Doing flips, balancing)
- Sleight of Hand (Doing things dexterous with your hands)
- Stealth (Hiding and moving without being noticed)
- Intelligence
- Arcana (Knowledge of magic and magical things)
- History (Knowledge of Historic events)
- Investigation (Gathering information from people or locations)
- Nature (Knowledge of nature and things related to nature)
- Religion (Knowledge of religion and things associated with religion)
- Wisdom
- Animal Handling (How well you work with animals)
- Insight (Able to tell what event might unravel)
- Medicine (The ability to aid people that are hurt)
- Perception (Being able to see, hear and feel things that might be hard to see)
- Survival (Being able to survive out in the elements)
- Charisma
- Deception (Being able to lie)
- Intimidation (Being able to intimidate people into doing things)
- Performance (The ability to perform in a certain art like dancing)
- Persuasion (The ability to persuade people into doing something like haggling)
This is the Strength Stat. This is used for how much damage you can do with brute strength and other thing concerning strength, like carry capacity and climbing ect.
This is the Dexterity Stat. This stat is used for things that require agility, like acrobatcs(running up walls and jumping across large areas) and stealth(hiding). The higher this stat is, the easier it is to acomplish such things.
This is the Constitution Stat. This stat is used for how much health a character has and how resilient they are against poisons and toxins. The higher this stat is, the higher your durability is.
This is the Intelligence Stat. This stat is used for how intelligent your character is and how educated they are as well. It is used for checking to see weather or not your character has read something on a subject. The higher this stat is, the more likely they know what it is.
This is the Wisdom Stat. This stat is used for commonsense as well as just basic wisdom. It is used to see if your character would see where situations are leading and if someone is lieing. The higher the stat the more wise your character is.
This is the Charisma Stat. This stat is used to see how charismatic and likeable you are. It is used to negotiate and lie about something. The higher the stat, the more likeable person you are.
Beginning:
First select a class from HERE! Once you have picked your class then pick a race HERE! or visa versa.
With you class and race picked, you must roll your stats for your character. First roll your 6 Sided die (1D6) 4 times and keep track of the numbers that you get. Subtract the lowest number you get and right down the total. That is your First stat amount that you can assign to any stat. Continue this for 5 more times (total of 6 times). You now have numbers for your stats. Assign these numbers to the stats that you feel would best suit your character, as it will help them and you throughout your adventure. With you character ready you need to get equipment HERE for your journey.
Combat
Suddenly an orc jumps out of the bushes ready to fight, roll for initiative! To begin combat you must first roll initiative which is the D20 dice plus your modifier. You have 2 actions in combat, A standard action and and a movement action. You can expend the Standard action to attack, or do a skill, as well as move, as well as the movement action to move and certain skills. There are bonus actions that can be taken if you qualify for it.
Throughout your encounters in your journey/adventure you will gain experience. This experience is used to level up and improve your character. When you level up you gain more health and certain features listed in the class page.
Skills
Skills are what make up the different things you can do in the world. If you wanted to climb a rock cliff, you will have to roll a d20 and add your Athletics skill modifer. All your skill modifers are based on your stat modifiers as well as your proficiency bonus if you chose it when making it a class skill. The different stat associated with the skill are the following: